I'm surprised no one really has answered the implied question. Wireless protocols are hard for VR not because of bandwidth, but because of latency. Head tilt motions have to be processed extremely quickly to not be nauseating. Even with wired systems, the headset often ends up doing all kinds of motion prediction to process motion and shift the image before the game has time to process it, because engines aren't going to round trip input to video output at 120fps/8ms (double buffering doubles your latency!).
Of course, that multiplies with bandwidth requirements, which are also quite extreme at 4k 120fps.
Of course, that multiplies with bandwidth requirements, which are also quite extreme at 4k 120fps.